Monday, February 28, 2022

Too much VR? ‘VZfit’ overwhelms the senses in all the wrong ways

Keep a balance between an immersive game and physical activity driven interfaces has been a challenge since the Nintendo Powerpad and through EyeToy, Wii, and Kinect. The user's experience playing VZFit is definitely one that should be considered if you're interested in the workout world of virtual reality. 

From the passages described, one of the bigger issues was when using Google Earth and Oculus VR, moving from place to place was disorienting given the way you "move" from spot to spot.
 
I was teleported to a kind of twisted, 3-D reflection of my youth. The VR-mapped scenery rolling past me along my childhood street looked vaguely familiar, but its warped nature felt like someone was extracting my memories through some sort of neural jack, transmitting them somewhere via a 14.4 modem and reassembling them around me. I feel like this must be what the world looks like once you've been assimilated into the Borg."

Friday, February 25, 2022

Tele-exergaming to prevent de-conditioning COVID-19

The following is a link to a registered trial to conduct a feasability study on the use of a tablet to prevent de-conditioning in COVID-19 patients.


Background: Conventional face-to-face in-hospital mobility program (MP) is challenging for COVID-19 patients because of its associated risk of infection to hospital staff, staffing shortages as well as indirect risk of exposure to other hospitalized patients. Exergames are digital or web-based games that use body movement to promote physical activity and generally involve strength, balance, and flexibility exercises. The tele-exergame MP, developed by the team, uses a remotely supervised and game-based approach, which helps to increase patient motivation and engagement in a cognitively demanding exercise program.

Objectives: To demonstrate the feasibility, acceptability, and effectiveness of the Tele-Exergame mobility program in COVID-19 or PUI (persons under investigation), during hospitalization and examine post-hospitalization outcomes. 
Aim 1: To examine feasibility of Tele-exergame. The investigators will evaluate feasibility by documenting missing exercise sessions, exercise dropout, and acceptability questionnaire.

Aim 2: To examine proof of concept effectiveness to reduce deconditioning. The investigators will assess deconditioning (using wearables) and patient reported mental health assessed at baseline at discharge.

Aim 3: Examine proof of concept effectiveness to accelerate recovery post hospital discharge.

Approximately 4 weeks after discharge, patients will be contacted by telemedicine or telephone and requested to self-report on the Veterans mental health and the Veterans mobility.

METHODS:

COVID-19 patients or PUI (persons under investigation) admitted to the MEDVAMC (n=60), with an anticipated length of stay of at least 3 days will be recruited. Participants will be randomized (n=1:1) to either intervention (IG) or control (CG) groups. Both groups will receive standard of care. IG will additionally receive Tele-Exergame MP therapy. Tele-Exergame sessions will range from 3-10 minutes based on patient ability and completed twice daily. They will complete assessments at baseline and at one-month post-hospital discharge.

SCIENTIFIC MERIT:

The proposed contact-less mobility program could address the limitations of conventional in-hospital mobility program and advance the field of in-hospital exercise program.

The investigators will use innovative wearables to exploring potential digital biomarkers of hospital-acquired illness including cognitive-frailty. illness.

This study will advance the field of remote patient monitoring

BENEFIT TO VETERANS:

Its implementation not only for mobility program for hospitalized COVID-19 Veteran patients but also to deliver personalized exercise for non-COVID-19 Veteran patients with limited mobility including in bedbound and hospitalized Veteran patients Mobilizing hospitalized Veteran patients could mitigate hospital acquired complications like deconditioning, VTE and nosocomial infections and accelerate recovery post hospitalization
Research Design: Prospective randomized
Click here to read more of ExerGame Lab's archived posts involving research studies. 

Thursday, February 24, 2022

MultiBall 'exergames' for seniors

Keeping active at every age is important and the use of exergames and  motion controllers is nothing new with seniors. From PS2 EyeToy to Nintendo Wii game platforms and developers have targeted seniors to become more regular gamers. For many families, Nintendo Wii truly became inter-generational with Bowling and  Fishing nights being popular in many homes.

Multiball incorporates a large screen display to act as a giant target and game board, that  detects ball strikes either through touch  sensitive panels or optical sensors. Similar to the LightWall,  iWall or other display/wall interaction systems.

 
Click here to read more of ExerGame Lab's archived posts involving research studies. 

Wednesday, February 23, 2022

Is Liteboxer in the Metaverse better than Peleton?

Is Liteboxer in the Metaverse better than Peleton?  

Liteboxer 2.0
Real equipment, virtual world and virtual trainer 
  • VR Oculus Quest 2 ($300)
  • $19/monthly subscription
  • 500 classes
Liteboxer 1.0
Real equipment, virtual world and virtual trainer 
  • Physical "smart" equipment (+$1500)
  • $30/ monthly subscription
  • 800 classes

Some will prefer the physical targeting and sensations, while others will enjoy the virtual experiences. A more immersive experience would be with a haptic vest, on an  omni-deck, with haptic controllers to  provide more feedback and sensations.


Tuesday, February 22, 2022

Infinite Walking VR Boots for the Metaverse


Can walking in the metaverse and virtual reality lead to better health? Maybe using these large Ekto VR, boots might make your experience more realistic. Apparently they also have the feature of reducing motion sickness,  one of my personal  pet peeves about VR environments.



Click here to read more of ExerGame Lab's archived posts involving research studies. 

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